/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ZONE_SCRIPT_H_
#define ZONE_SCRIPT_H_

#include "Common.h"
#include "Creature.h"

//struct CreatureData;
class Creature;
class GameObject;

class ZoneScript
{
public:
    ZoneScript ()
    {
    }
    virtual ~ZoneScript ()
    {
    }

    virtual uint32 GetCreatureEntry (uint32 /*guidlow*/, const CreatureData *data)
    {
        return data->id;
    }
    virtual uint32 GetGameObjectEntry (uint32 /*guidlow*/, uint32 entry)
    {
        return entry;
    }

    virtual void OnCreatureCreate (Creature *, bool /*add*/)
    {
    }
    virtual void OnGameObjectCreate (GameObject * /*go*/, bool /*add*/)
    {
    }

    virtual void OnCreatureDeath (Creature* /*creature*/)
    {
    }

    //All-purpose data storage 64 bit
    virtual uint64 GetData64 (uint32 /*DataId*/)
    {
        return 0;
    }
    virtual void SetData64 (uint32 /*DataId*/, uint64 /*Value*/)
    {
    }

    //All-purpose data storage 32 bit
    virtual uint32 GetData (uint32 /*DataId*/)
    {
        return 0;
    }
    virtual void SetData (uint32 /*DataId*/, uint32 /*Value*/)
    {
    }

    virtual void ProcessEvent (GameObject * /*obj*/, uint32 /*eventId*/)
    {
    }
    virtual void ProcessEvent (Unit* /*unit*/, uint32 /*eventId*/)
    {
    }
};

#endif
